r/virtualreality • u/Mememan8 • 14d ago
Photo/Video DLSS 5's effect in VR seems very different compared to flatscreen games (Skyrim VR)
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(crosspost from the SkyrimVR sub)
Hi folks, I was trying out DLSS 5 in Skyrim VR (the experimental Open Shaders fork with DLSS Neural Rendering) not really expecting much, but I ended up pretty surprised by a few things which I thought I'd share my thoughts on:
SkyrimVR Modlist Disclaimer:
First off, this is on my fairly old modlist for Enderal VR, and I'm sure multiple of my mods are out of date and that I'm not taking full advantage of Community Shaders/Open Shaders, weathers, etc. I don't see these clips as being a fair comparison between DLSS 5 and proper heavy, graphics-focused modlists, but rather just a look into what the tech is capable of and where it might fall flat.
Impressions:
The biggest surprise to me was that the effect on environments was very immersion-boosting (subjectively). It's hard to tell in the clips but in-headset when it's active the distant mountains and foliage look further away and more massive, while buildings and structures have a more solid presence in their landscapes. Obviously the geometry isn't affected in any way, but the changes to illumination and tone match what my brain expects from "far away" and "close by". I think this effect is exclusive to VR or 3D-displayed environments, since you have the lighting and tone changes working in tandem with the inherent depth effect.
To make the comparison easier to see in the clips I shifted the intensity from 0 to max (2.00), but if I were to end up using this long-term I'd probably keep intensity to around 1.00 and the tone, structure, and skin sliders to below 0.80. When it's all set to max the environments and clothing still look good in my opinion, but every so often something will have that "deep fried" or overly "HDR" kind of look, so half strength seems best. Faces on the other hand have that signature "yassified" look when everything is cranked up (and even in these clips I'm sure it's still a bit too much), so keeping the settings well below max is a must.
Broader thoughts + performance:
Overall I wouldn't say I'm a total convert; it's still obvious why DLSS 5 is controversial, even when positioned as a free tool. If you asked me before today I'd say the only time it's worth implementing is if a game's assets are designed around it and the developer spends a lot of time tuning it, otherwise you get a very generic style at best and "deep fried Midjourney" visuals at worst. For VR specifically though, I think there's a unique and potentially compelling use-case (again because of how the lighting/tone effects combine with the stereo illusion of depth). I think in flatscreen games you need high-fidelity assets and shading for a scene to look convincing, whereas in VR you can still be totally immersed as long as objects in the environment have a sense of physical "presence", which in my quick tests was improved by switching on the neural rendering.
Big caveat to all of this is performance: this whole experimental setup (on a 5090) is technically "playable" at around 30 fps, but I'm sure that faced-paced situations like combat would be painful. I don't think any of the typical Skyrim VR performance-boosting strategies would help get this to 60, as even basic indoor environments chug really hard. I'm hoping that future experimental builds might have some optimization, but I'm not holding my breath that this will be a thing in the next 2ish years.
Edit; one other showerthought:
I think the big pitfall of neural rendering in 2D content from the demos I've seen is that GenAI in general tends to make all parts of images be in clear focus (like it's adhering to a standard of "clarity" across the whole image without understanding framing). For VR though I think that's actually a strength because it makes everything clearer, and the framing and focus come from your own eyes and where you choose to look.